NazaraEngine/src/Nazara/Physics3D/Systems/Physics3DSystem.cpp

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1.8 KiB
C++

// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics3D/Systems/Physics3DSystem.hpp>
#include <Nazara/Utility/Components/NodeComponent.hpp>
#include <Nazara/Physics3D/Debug.hpp>
namespace Nz
{
Physics3DSystem::Physics3DSystem(entt::registry& registry) :
m_registry(registry)
{
m_constructConnection = registry.on_construct<RigidBody3DComponent>().connect<OnConstruct>();
}
Physics3DSystem::~Physics3DSystem()
{
// Ensure every NewtonBody is destroyed before world is
auto rigidBodyView = m_registry.view<RigidBody3DComponent>();
for (auto [entity, rigidBodyComponent] : rigidBodyView.each())
rigidBodyComponent.Destroy();
}
void Physics3DSystem::Update(float elapsedTime)
{
m_physWorld.Step(elapsedTime);
// Replicate rigid body position to their node components
auto view = m_registry.view<NodeComponent, const RigidBody3DComponent>();
for (auto [entity, nodeComponent, rigidBodyComponent] : view.each())
{
if (rigidBodyComponent.IsSleeping())
continue;
nodeComponent.SetPosition(rigidBodyComponent.GetPosition(), CoordSys::Global);
nodeComponent.SetRotation(rigidBodyComponent.GetRotation(), CoordSys::Global);
}
}
void Physics3DSystem::OnConstruct(entt::registry& registry, entt::entity entity)
{
// If our entity already has a node component when adding a rigid body, initialize it with its position/rotation
NodeComponent* node = registry.try_get<NodeComponent>(entity);
if (node)
{
RigidBody3DComponent& rigidBody = registry.get<RigidBody3DComponent>(entity);
rigidBody.SetPosition(node->GetPosition());
rigidBody.SetRotation(node->GetRotation());
}
}
}